The
Historical Society of Kinos
Discovering,
exploring and ultimately exploiting the past is an incredibly
lucrative business on Ere and no organization is more diligent
and efficient in this pursuit than the Historical Society
of Kinos. Since its founding as an adventurer’s guild
(then called the Novrom Adventuring and Excavation Company)
during the Western Wars and its restructuring as a historical
preservation centered group after the Ashing of the Green,
the Historical Society has grown into a continent spanning
force that has dealings in multinational politics.
Originally, the
society was founded as a group of opportunistic adventuring
companies specializing in scavenging towns and fortresses
abandoned during the Western Wars. By sharing information
and pooling resources, the Novrom Adventuring and Excavation
Company was able to send specialized troupes to deal with
each location’s unique defenses and dangers. Over decades
and centuries, the organization expanded to exploring lost
Elfholmes from the Hailene War of Ascension and sojourning
into Taunuanese desert.
By the 4th millennium,
the Company had branches all across the continent; controlling
inns, warehouses and other key resources. However, political
pressures began to turn on the Company. National governments
grew more and more ambivalent about a Novromi entity not only
owning many businesses within their borders, but exploiting
the resources of lost and abandoned sites as well.
In order to escape
the political ire of their neighbors, the Company restructured
itself as a historical society. In this capacity, the Society
was able to continue the activities that made it so powerful
by essentially cutting the nations that controlled such sites
in on the bounty they uncovered.
Today, the Historical
Society of Kinos controls some forty percent of the recognized
adventuring troupes (called troubleshooters by the Society)
on the continent. The society receives fees from other parties
to select adventurers based on the needs of their client.
Adventurers receive job offers through the society by registering
with them as freelance troubleshooters.
The adventure for
hire trade only serves as a means of funding Society led expeditions
with aims to uncover lost relics of the past to either reverse
engineer or sell at private auction. These expeditions are
inherently dangerous and often not sanctioned by the governments
controlling the target sites. Because of this, the Society
uses non-affiliated adventurers as expendable forward scouts
with promises of fantastic loot and exotic locales.
By necessity, the
Society also bankrolls colleges of history and archeology
in most major cities on the mainland and in recent years on
Illium. These schools also offer business and leadership courses
from which the best students are groomed for positions within
the Society’s controlling body.
In politics, the
Society traffics in favors for national and local leaders;
providing free items, services and personnel in exchange for
political capitol. The Society has heavy influences in All
nations except Genmide and Chordin and continually seeks political
footholds in those states.
Plot Hooks
The Historical Society can play a part in almost any style
of game. They make a handy quest giving body for hack and
slash adventures, serve as employers for adventurers of all
stripes and are a catalyst for starting epic adventures. On
the other hand, the society’s troubleshooters can make
excellent rivals for more roleplaying oriented groups and
the less than moral nature even makes them candidates for
antagonists.
Most games won’t
deal with the society as a whole, but rather the local branch
or an assigned team, meaning that the society can take multiple
roles even within a given campaign.
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